New RvR System (English)

Older threads and posts that still may be useful to some
User avatar
saswp
Myrmidon
 
Posts: 74
Joined: Nov 04, 2008 01:00

Postby saswp » Feb 24, 2009 16:16

No matter what changes are to happen, it will never be satisfy by some.

Thanks for the update Blue, and looking forward to the new arrangements.

Zue (BushWackers)

User avatar
Elaeli
Banned
 
Posts: 100
Joined: Jan 08, 2009 01:00

Postby Elaeli » Feb 25, 2009 01:51

nixian wrote:blah 5% is not overpowered blah

Per enemy relic, a realm gets the following bonuses:
Quote:
+5% to strength
+5% to dexterity
+5% to acuity
+5% to realmpoints gained in New Frontiers
+5% to bountypoints gained in New Frontiers


and suddenly the 300 dex becomes 330, which equals 2 full realm ranks worth of aug dex.
still fine?
then let's take savages, who not only get 30++ str, but dex on top of it for even more h2h dmg. and then there are the rogues whose pa dmg would kill you again at the bindstone after you released.

yeah. sure.


about of ra system: ofc the timers suck, but noone said you couldn't reduce those 30m monsters to 15 min, and the other ones, like mcl/fa, to equally acceptable values. giving det to those classes who have it now certainly isn't out of question either.
the main problem that should be solved is overpowered sos/charge. old ra system would just be ONE way to tackle the problem, and one that would make this server very unique when implemented at that. i'd be perfectly fine with just removing cc immunity .. after all, those abilities are there to KITE and CHASE, not to roll over support with 4 man un-cc-able assist train, RIGHT? :roll:
ezmode caster bash surely isn't the reason why ppl want to keep things as they are, RIGHT? :roll:
you want player skill and teamwork to matter, instead of pressing one button and being unstoppable, RIGHT? :roll:

Zarkor
Unicorn Knight
 
Posts: 3710
Joined: Aug 15, 2006 00:00
Location: Antwerp, Flanders, Belgium

Postby Zarkor » Feb 25, 2009 04:15

Elaeli wrote:
about of ra system: ofc the timers suck, but noone said you couldn't reduce those 30m monsters to 15 min, and the other ones, like mcl/fa, to equally acceptable values. giving det to those classes who have it now certainly isn't out of question either.
the main problem that should be solved is overpowered sos/charge. old ra system would just be ONE way to tackle the problem, and one that would make this server very unique when implemented at that. i'd be perfectly fine with just removing cc immunity .. after all, those abilities are there to KITE and CHASE, not to roll over support with 4 man un-cc-able assist train, RIGHT? :roll:
ezmode caster bash surely isn't the reason why ppl want to keep things as they are, RIGHT? :roll:
you want player skill and teamwork to matter, instead of pressing one button and being unstoppable, RIGHT? :roll:



CC immunity is vital imo.

Like I said before +1 to the old RA tweaking idea.

Diez
Warder
 
Posts: 55
Joined: Aug 04, 2008 00:00
Location: France

Postby Diez » Feb 25, 2009 06:33


PostPosted: Mon Feb 16, 2009 8:29 am Post subject: [Coming Soon] New RvR System (English) Reply with quote


The frontiers

As the playercount increases, we decided to expand the frontiers. All zones that share a border with Agramon are now an active part of the battles. There are several changes and new features, that arrange variety and new challenges.


Well , playercount increases for lvl 1 and for expers. i don't see more lvl 50 in the rvr zone .
Having more then 500+ player on uth doesnt mean that agramon have more people in it .
I m sorry to say that but thats what i think ... Uth staff & those that have made this new system doesn't play on agra and doesn't wait 50 min for a single inc...
( everyday u fight vs same people , everyday u use 10 min charges/pots for nothing cause u have to wait much more then this ,
u can camp at 4 pm in front of alb camp or gate or mid and go afk u will still be alive , and i won't talk about night time ... )
i dont see how u could put a bigger zone , agra is still so much empty anyway .
i would have though that rvr would be changed to a smaller zone ... but thats the opposite thing .

I say it again , having 500 + player on uth doesn't mean that they are all lvl 50 and all in agramon .

peace
Diez - <NoneKnows> - Champion -
Diezz - <NoneKnows> - Mentalist -

Diezthementallyill - <ConfigurationChellyChelly> - Minstrel -
Dieze - <ConfigurationChellyChelly> - Infiltrator -

User avatar
Elaeli
Banned
 
Posts: 100
Joined: Jan 08, 2009 01:00

Postby Elaeli » Feb 25, 2009 06:54

heh yeah, probably true what diez said.
today there were over 3 fg (!) albs in braemar .. the number of ppl <40 is really high .. xp'ing is sloooooow. and most prefer to just get another twink to brae instead of grinding out 50 ..

nixian
Forum Moderator
Forum Moderator
 
Posts: 5450
Joined: May 19, 2006 00:00

Postby nixian » Feb 25, 2009 11:23

Elaeli wrote:
nixian wrote:blah 5% is not overpowered blah

Per enemy relic, a realm gets the following bonuses:
Quote:
+5% to strength
+5% to dexterity
+5% to acuity
+5% to realmpoints gained in New Frontiers
+5% to bountypoints gained in New Frontiers


and suddenly the 300 dex becomes 330, which equals 2 full realm ranks worth of aug dex.
still fine?
then let's take savages, who not only get 30++ str, but dex on top of it for even more h2h dmg. and then there are the rogues whose pa dmg would kill you again at the bindstone after you released.


you do know that people with str/dex dmg weapons their stat influence is

str + dex / 2

see - if you dont know how this stuff work - dont talk about i ;)

User avatar
rot
Warder
 
Posts: 53
Joined: Feb 06, 2008 01:00

Postby rot » Feb 25, 2009 14:32

Is there anything planned to prevent that relics will be raided, when there is nobody to defend?

I mean the occasional keepraids at early mornings (european time).
I go to bed, we have agra keep..next morning keep is gone, check herald ahh raided at 4 o'clock in the morning (gmt)..great.

Now this will happen to relics too, so imho this is just another pve-event :cry:

User avatar
silicium
Warder
 
Posts: 29
Joined: Feb 15, 2009 01:00

Postby silicium » Feb 25, 2009 15:18

some ideas:

1. the captured relic of another realm does not give the advantage to the capturing realm at once but bit by bit (hour by hour) until it takes fully effect

2. the relic should automatically return after several days (5 days?) to original realm

3. reward for the realm if it was able to keep a foreign relic for 5 days before it automatically returned.
(e.g.: +10% xp or cashdrop for next 24h)




4. Concerning RvR Mission
Convoy Guarding:
Realm A: Battlegroup calls/buys (200g? each wagon) a trade convoy (composed of some NPC traders and guards) going for 30 min between two different points in NF (e.g. starts with 5-10 min delay).

Realm B and C: get global message about that

Realm A: for every trade NPC (wagon) which reaches the goal they get trade profit (500g?).

Realm B and C: for every NPC they kill they get invested cash (+ RPs?)

Beside this much RvR would be expected around these convoys, and a challenge for the guarding players, as they will have fight against 2 realms :)

nixian
Forum Moderator
Forum Moderator
 
Posts: 5450
Joined: May 19, 2006 00:00

Postby nixian » Feb 25, 2009 16:50

silicium wrote:some ideas:

1. the captured relic of another realm does not give the advantage to the capturing realm at once but bit by bit (hour by hour) until it takes fully effect

2. the relic should automatically return after several days (5 days?) to original realm

3. reward for the realm if it was able to keep a foreign relic for 5 days before it automatically returned.
(e.g.: +10% xp or cashdrop for next 24h)





I like :)

Mercury
Gryphon Knight
 
Posts: 479
Joined: Sep 20, 2008 00:00

Postby Mercury » Feb 25, 2009 16:55

silicium wrote:1. the captured relic of another realm does not give the advantage to the capturing realm at once but bit by bit (hour by hour) until it takes fully effect

I really like that idea, but only a dev can tell how difficult it is to realize.
I don't like 2&3. A relic raid should be the only possibility to get a relic back imo.

nixian
Forum Moderator
Forum Moderator
 
Posts: 5450
Joined: May 19, 2006 00:00

Postby nixian » Feb 25, 2009 17:11

Mercury wrote:
silicium wrote:1. the captured relic of another realm does not give the advantage to the capturing realm at once but bit by bit (hour by hour) until it takes fully effect

I really like that idea, but only a dev can tell how difficult it is to realize.
I don't like 2&3. A relic raid should be the only possibility to get a relic back imo.


how bout you get it back after a month?

if a realm seriusly can hold a relic that long a nice bonus for them could be okay too

also chances a realm will hold a relic for a month is quite unbelievable however if it happens it surely sucks for the other realms

Mercury
Gryphon Knight
 
Posts: 479
Joined: Sep 20, 2008 00:00

Postby Mercury » Feb 25, 2009 17:46

Let's hope that we simply don't need such things. As said before, stealing an enemy relic from their relic-keep is much more difficult then raiding back the own relic from the enemie's homekeep.
We'll see how it evolves when it's released soon...

User avatar
Elaeli
Banned
 
Posts: 100
Joined: Jan 08, 2009 01:00

Postby Elaeli » Feb 25, 2009 18:21

nixian wrote:you do know that people with str/dex dmg weapons their stat influence is

str + dex / 2

see - if you dont know how this stuff work - dont talk about i ;)


please dont try to lecture me about game mechanics .. i know them very well. there's a reason i picked h2h and rogues, you know. and in case you havent noticed:

what do savages buy when they want to up their damage? aug str or aug dex.
what do they get for free with relics?
do relics give them 3-4 free realm ranks worth of aug stats?
IS GIVING 3-4 FREE REALM RANKS TO A REALM THAT IS ALREADY DOMINATING RVR FAIR FOR THE OTHER ONES?
see my point now?


edit: oh btw, the formula is (str+dex)/2, not str+dex/2. kkthx.

nixian
Forum Moderator
Forum Moderator
 
Posts: 5450
Joined: May 19, 2006 00:00

Postby nixian » Feb 26, 2009 09:50

Elaeli wrote:
nixian wrote:you do know that people with str/dex dmg weapons their stat influence is

str + dex / 2

see - if you dont know how this stuff work - dont talk about i ;)


please dont try to lecture me about game mechanics .. i know them very well. there's a reason i picked h2h and rogues, you know. and in case you havent noticed:

what do savages buy when they want to up their damage? aug str or aug dex.
what do they get for free with relics?
do relics give them 3-4 free realm ranks worth of aug stats?
IS GIVING 3-4 FREE REALM RANKS TO A REALM THAT IS ALREADY DOMINATING RVR FAIR FOR THE OTHER ONES?
see my point now?


edit: oh btw, the formula is (str+dex)/2, not str+dex/2. kkthx.



point is all classes get the same dmg up

and the whole () thing i know rofl - its just a matter of being lazy xD

and typing with caps lock doesn't make you look smarter just so you know :roll:

maybe try stop lecturing when you don't have a bit of patience and clearly lack the skills of taking it cool

enjoy your game and ps.
i know them very well. there's a reason i picked h2h and rogues, you know
what does that have to do with knowing game mechanics? rofl

User avatar
Elaeli
Banned
 
Posts: 100
Joined: Jan 08, 2009 01:00

Postby Elaeli » Feb 26, 2009 21:38

no, its not the point that everyone gets the same damage up.
the point is, how much do you have to spend in RRs to get the same damage up.
assuming equal base stats, the difference between a hero with relics and a warrior without is smaller than the difference between a nightshade with and an infil without.
because the ns gets almost two times more statpoints that contribute to damage than the hero. for those chars to be equal again, the infil has to get way more aug stat RAs than the warrior. in comparison to their counterparts, pierce-users become more powerful than slash-users in comparison to their counterparts.
on top of that, high-stat chars get more out of the relics than low-stat chars. for example, sorc vs bard/healer. one gets 35 extra dex, the other ones 28 .. isn't that just wrong somehow?

my point still stands. % increase on stats is BAD.


Nixian wrote:what does that have to do with knowing game mechanics? rofl
Nixian wrote:if you dont know how this stuff work - dont talk about i(t)

it seems to have a lot to do with game mechanics, according to nixian, who even flamed me for my "lack" of knowledge of game mechanics while posting formulas ..

PreviousNext

Return to English Archive

Who is online

Users browsing this forum: No registered users and 1 guest

Tuesday, 09. June 2026

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff